Accuracy: Difference between revisions
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>Wuumaster (Removed Perfect Aim - was changed to +15% Projectile Damage, +10 Dex. No longer directly affects Projectile Accuracy) |
>Wuumaster (Removed Water Dancing - was changed to +8% Physical Damage with One Handed weapons, +20 Dex. No longer directly affects accuracy.) |
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Line 25: | Line 25: | ||
**Headsman ([[Axes]]) | **Headsman ([[Axes]]) | ||
**Slice and Dice ([[Axes]]) | **Slice and Dice ([[Axes]]) | ||
*+20 Dex With Increased Accuracy | *+20 Dex With Increased Accuracy |
Revision as of 04:26, 27 July 2012
Dexterity affects and increases Accuracy. Every +10 Dexterity node adds +20 accuracy.
Accuracy is compared to enemy evasion when determining if an attack hits or misses. The complete formula is below:
chance to hit = attacker_accuracy / ( attacker_accuracy + ((defender_evasion/4)^0.8))
Chance to hit can never be lower than 5%, nor higher than 95%.
Accuracy does not affect spells as they always hit.
Passives
Every +10 Dexterity node adds +20 Accuracy.
The Resolute Technique keystone removes the need for Accuracy ("Always Hits").
Basic Passives affecting Accuracy are:
- % Increased Accuracy (6%, 8%, 10%, 12%)
- Weapon Specific Increased Accuracy
- One-Handed and Two-Handed Increased Accuracy
- Dual Wielding Accuracy
Current Notable Passives affecting Accuracy are:
- Weapon/Wielding Specific:
- Executioner (Two-Handed)
- Headsman (Axes)
- Slice and Dice (Axes)
- +20 Dex With Increased Accuracy
- Deadeye
- Precision
- Versatility (+20 Int)